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GTA 6 Driving: More Realistic Like GTA IV?

GTA 6 driving: back to GTA IV's realistic weight or GTA V arcade? What Trailer 2 reveals about vehicle physics, with the RAGE engine to back it up.

By Alfred from GTA Zone · Published July 6, 2026 · 5 min read

Muscle car tearing down a coastal Vice City road at sunset, speed streaks and blurred palm trees, in the style of GTA VI
Illustration: GTA Zone

Will GTA VI drive like GTA IV, that beast of weight and inertia adored by purists, or like GTA V and its nervy arcade tuned for a mass audience? The question has been stirring fans since the first trailer. The honest answer: nobody knows yet, because Rockstar has never shown a single second of driving with a controller in hand. But the two trailers do talk. Here’s what we can read into them, and what’s left to prove.

GTA IV is still the benchmark for heavy handling

For plenty of connoisseurs, the best driving Rockstar has ever produced dates back to 2008. Grand Theft Auto VI will have its work cut out to dethrone it. GTA IV runs on the in-house RAGE engine, backed by NaturalMotion’s Euphoria physics: every car has weight, body roll, a suspension that dives in corners, and a rear end that breaks loose if you push it. You feel the mass, you anticipate the braking, you correct your line. It’s demanding driving, sometimes clumsy, but with a realism that left its mark on a whole segment of players.

That design choice divides as much as it fascinates. Some hate those sedans pitching around like boats, others swear by nothing else. We already picked apart that split in our GTA 4 vs GTA 5 comparison: two opposing philosophies, one endless debate.

Blue lowrider sedan seen from behind driving down a Vice City street beneath a mural-painted highway ramp, with motorcycles, quad bikes, and a parked red muscle car, in GTA VI
Lowrider sedan, motorcycles, quad bikes, muscle car: GTA VI's driving will have to handle body types with wildly different behavior. Source: Rockstar Games

GTA V leaned into the arcade turn

Five years later, Rockstar changed course. In GTA V, the Euphoria physics are heavily scaled back and the driving model tilts toward arcade: cars stick to the road, turn on a dime, and forgive almost anything. More accessible, more mainstream, more immediate. That choice wasn’t purely stylistic: GTA V was born on the PS3 and Xbox 360, 2005-2006 hardware that didn’t have the compute headroom to run a simulation as heavy as GTA IV’s on a map three times the size.

The result delivered the commercial success we all know, but it left a taste of unfinished business for players who chase feel. Ever since, the question has come back with every new installment: will Rockstar dare to reconnect with the weight of old?

What Trailer 2 lets us see of GTA VI’s driving

This is where it gets interesting. Rockstar confirmed that Trailer 2 was captured entirely in-engine on a PS5, split evenly between gameplay and cinematics. In other words, what you see rolling across the screen is the engine, not a pre-rendered ad. And what you see is suspension doing work, bodies diving under braking, weight transfer in corners far closer to GTA IV than to GTA V’s smooth arcade.

A dose of caution, all the same. A trailer is edited under cinematic angles, with no HUD and not a single uncut gameplay sequence. You’re judging a render, not a feel. Until a controller gets plugged in front of us, all of this stays at the level of a clue, not proof. It’s the same reservation we hold for the rest of GTA VI’s gameplay mechanics: shown, never demonstrated.

A street in the Leonida Keys in GTA VI: a person on an electric mobility scooter, a minibus, a van, a cyclist, and an iguana on the road
From minibus to mobility scooter by way of a bike: every vehicle in Leonida demands its own weight and inertia model. Source: Rockstar Games
The official GTA VI Trailer 2, captured in-engine on PS5: the driving sequences show pronounced suspension and weight transfer. Source: Rockstar Games

RAGE and Euphoria, the technical DNA behind the feel

To understand why there’s room for hope, you have to look at the engine. GTA VI doesn’t start from the 2013 base: it builds on a modernized version of RAGE, in the direct lineage of Red Dead Redemption 2 (2018). And RDR2 had already put Euphoria back at the center of the game, with horses, bodies, and period vehicles reacting to every impact and every dip in the terrain. It’s that technical maturity, not GTA V’s, that serves as the foundation.

Euphoria, precisely, is a procedural simulation engine: instead of replaying canned animations, it calculates how masses react in real time. On a body, that means believable falls; on a car, it means body roll, pitch, and a slide that depends on speed and grip. The more compute power climbs, the less Rockstar needs to rein in that physics to hold a steady frame rate. The PS5 and Xbox Series, with their SSD and GPU, finally offer the headroom the studio didn’t have in 2013. It’s no accident that GTA VI drops the previous-generation consoles.

Aerial night view of Vice City in GTA VI: skyscrapers, a large arena, a Ferris wheel at the water's edge, and highway interchanges busy with traffic
Vice City's highway network at night: it's on these interchanges that the driving model will really be judged. Source: Rockstar Games

The only unknown that matters remains: the feel. You can read every trailer in the world, but driving can only be judged pad in hand. Mark your calendar for November 19, 2026 on PS5 and Xbox Series X|S to settle it. In the meantime, if you want to dig into Leonida’s garage, we’ve listed the vehicles already spotted in GTA VI and detailed the technical leap over GTA 5.

GTA IV (2008)GTA V (2013)GTA VI (2026)
Engine and physics RAGE paired with Euphoria (NaturalMotion)RAGE, Euphoria heavily scaled backNext-gen RAGE (RDR2 lineage)
Driving philosophy Heavy, realistic, pronounced weight transferNervy, arcade, high gripHints of a middle ground (trailers)
Weight and inertia Very pronounced body roll and slideCars like they're glued to the roadActive suspension visible in Trailer 2
Reception Loved by purists, divisiveAccessible, built for a mass audienceHuge anticipation, nothing playable shown
Info level Confirmed (game released)Confirmed (game released)Reported / Rumor (trailer analysis)

FAQ

Will GTA 6's driving be more realistic than GTA 5's?

That's the dominant expectation, but nothing is confirmed. Trailer 2, captured in-engine on PS5, shows suspension doing real work and genuine weight transfer, closer to GTA IV than to GTA V's arcade feel. Without raw gameplay, it's still a read on the trailers, not a certainty.

Why is GTA IV's driving considered more realistic?

GTA IV leans on NaturalMotion's Euphoria physics, built into the RAGE engine. Cars have very pronounced body roll, inertia, and suspension behavior. It's more demanding and divisive, but beloved by purists who see it as the best driving in the series.

Does GTA VI run on the same engine as Red Dead Redemption 2?

On an evolution of it. GTA VI uses a modernized version of the RAGE engine, in the direct lineage of Red Dead Redemption 2 (2018), which pushed Euphoria physics and animation further than GTA V did. That base, not the 2013 one, is the foundation.

Have we seen any real GTA 6 driving?

No raw gameplay. Rockstar confirmed the second trailer was captured in-engine on a PS5, but everything is edited under cinematic angles, with no HUD and no uncut sequence. We saw what the engine renders, not what it feels like behind the wheel.

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